> > Essentially you create one top level object (the universe), then create
> > your semi-universes, or dimensions. All object coordinates are relative
> > to them.
>
> ... Well.... it's not quite that straight forward. In practice, they all
> share
> a common and shared unit64_t^3 coordinate space.
I'd argue that just an implementation detail in tpserver-cpp ;-)
> Considering each dimension is pretty much independent, there is no real need
> for them to be on the same server. Dimension jumping is *very* uncommon in 4X
> or strategy games (due to all sorts of things). Part of the reason for it is
> how the player's "role" in the game is defined. If you are the Supreme ruler
> of a race, it is unlikely you would be able to control what happens to one of
> your ships if it enters another dimension. In a game where you are the
> captain of the ship, it is a very different story.
I agree in that it is infrequently used... I'd also think it is
partially because I don't think it adds a lot to game play. Most 4X
games are essentially only 2d, the third spatial dimension is rarely
used, so why do we need 4 or more dimensions?
> > > First, an additional argument must be added to the "Get Object IDs by
> > > Position Frame" that specifies which object is the frame of reference.
>
> Personally, I think the Get Object IDs by Position Frame is currently
> underused, but it's just a little difficult to (efficiently) implement on the
> servers in TP04 because position isn't a required part of the objects.
This is unrelated... but I can't think of a good reason to use it.
Galaxie just gets every object that has changed, why do I want to
restrict it to certain subgroups?
> > TP04 supports a 'bound' coord - so you bind that to the current
> > dimensions.
>
> That isn't really what it's for. It's for orbits and jump ship sized space
> craft (ref Battletech and Dune). I suppose it could be used, but note it's
> relative to a given *parent* object.
'Universe/Dimension' == parent already...
> > > Using the current protocol, universes would appear to "overlap" on
> > > the client side.
> > Other notes... well, depends on the actual game really ;-)
>
> You would have to be *very* careful about programming it, making sure you got
> the all the order processing right, and visibility, etc, etc, etc.
Yep, but my point was, the protocol can already do it... everything else
is window dressing...
> I note that if your (in game) "universe" started with something
> like "Multiverse" and inside that were "Dimension 1" and then the visible
> universe, players might have a clue that the game might include some
> multi-dimensional fun in it. (Isn't 4 dimensions enough?)
Indeed. AIs would probably fall over terribly... And visualisation
would be a PITA...
Regards,
nash
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